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	Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time.
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					@ -699,9 +699,12 @@ SDL_JoystickQuit(void)
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    int i;
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					    int i;
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    /* Make sure we're not getting called in the middle of updating joysticks */
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					    /* Make sure we're not getting called in the middle of updating joysticks */
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    SDL_assert(!SDL_updating_joystick);
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    SDL_LockJoysticks();
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					    SDL_LockJoysticks();
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					    while (SDL_updating_joystick) {
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					        SDL_UnlockJoysticks();
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					        SDL_Delay(1);
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					        SDL_LockJoysticks();
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					    }
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    /* Stop the event polling */
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					    /* Stop the event polling */
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    while (SDL_joysticks) {
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					    while (SDL_joysticks) {
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					@ -724,8 +727,9 @@ SDL_JoystickQuit(void)
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                        SDL_JoystickAllowBackgroundEventsChanged, NULL);
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					                        SDL_JoystickAllowBackgroundEventsChanged, NULL);
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    if (SDL_joystick_lock) {
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					    if (SDL_joystick_lock) {
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        SDL_DestroyMutex(SDL_joystick_lock);
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					        SDL_mutex *mutex = SDL_joystick_lock;
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        SDL_joystick_lock = NULL;
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					        SDL_joystick_lock = NULL;
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					        SDL_DestroyMutex(mutex);
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    }
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					    }
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    SDL_GameControllerQuitMappings();
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					    SDL_GameControllerQuitMappings();
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